/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "AnimationFrameBuffer.h" #include // for Move namespace mozilla { namespace image { AnimationFrameRetainedBuffer::AnimationFrameRetainedBuffer(size_t aThreshold, size_t aBatch, size_t aStartFrame) : AnimationFrameBuffer(aBatch, aStartFrame), mThreshold(aThreshold) { // To simplify the code, we have the assumption that the threshold for // entering discard-after-display mode is at least twice the batch size (since // that is the most frames-pending-decode we will request) + 1 for the current // frame. That way the redecoded frames being inserted will never risk // overlapping the frames we will discard due to the animation progressing. // That may cause us to use a little more memory than we want but that is an // acceptable tradeoff for simplicity. size_t minThreshold = 2 * mBatch + 1; if (mThreshold < minThreshold) { mThreshold = minThreshold; } // The maximum number of frames we should ever have decoded at one time is // twice the batch. That is a good as number as any to start our decoding at. mPending = mBatch * 2; } bool AnimationFrameRetainedBuffer::InsertInternal(RefPtr&& aFrame) { // We should only insert new frames if we actually asked for them. MOZ_ASSERT(!mSizeKnown); MOZ_ASSERT(mFrames.Length() < mThreshold); ++mSize; mFrames.AppendElement(std::move(aFrame)); MOZ_ASSERT(mSize == mFrames.Length()); return mSize < mThreshold; } bool AnimationFrameRetainedBuffer::ResetInternal() { // If we haven't crossed the threshold, then we know by definition we have // not discarded any frames. If we previously requested more frames, but // it would have been more than we would have buffered otherwise, we can // stop the decoding after one more frame. if (mPending > 1 && mSize >= mBatch * 2 + 1) { MOZ_ASSERT(!mSizeKnown); mPending = 1; } // Either the decoder is still running, or we have enough frames already. // No need for us to restart it. return false; } bool AnimationFrameRetainedBuffer::MarkComplete( const gfx::IntRect& aFirstFrameRefreshArea) { MOZ_ASSERT(!mSizeKnown); mSizeKnown = true; mPending = 0; mFrames.Compact(); return false; } void AnimationFrameRetainedBuffer::AdvanceInternal() { // We should not have advanced if we never inserted. MOZ_ASSERT(!mFrames.IsEmpty()); // We only want to change the current frame index if we have advanced. This // means either a higher frame index, or going back to the beginning. size_t framesLength = mFrames.Length(); // We should never have advanced beyond the frame buffer. MOZ_ASSERT(mGetIndex < framesLength); // We should never advance if the current frame is null -- it needs to know // the timeout from it at least to know when to advance. MOZ_ASSERT_IF(mGetIndex > 0, mFrames[mGetIndex - 1]); MOZ_ASSERT_IF(mGetIndex == 0, mFrames[framesLength - 1]); // The owner should have already accessed the next frame, so it should also // be available. MOZ_ASSERT(mFrames[mGetIndex]); if (!mSizeKnown) { // Calculate how many frames we have requested ahead of the current frame. size_t buffered = mPending + framesLength - mGetIndex - 1; if (buffered < mBatch) { // If we have fewer frames than the batch size, then ask for more. If we // do not have any pending, then we know that there is no active decoding. mPending += mBatch; } } } imgFrame* AnimationFrameRetainedBuffer::Get(size_t aFrame, bool aForDisplay) { // We should not have asked for a frame if we never inserted. if (mFrames.IsEmpty()) { MOZ_ASSERT_UNREACHABLE("Calling Get() when we have no frames"); return nullptr; } // If we don't have that frame, return an empty frame ref. if (aFrame >= mFrames.Length()) { return nullptr; } // If we have space for the frame, it should always be available. if (!mFrames[aFrame]) { MOZ_ASSERT_UNREACHABLE("Calling Get() when frame is unavailable"); return nullptr; } // If we are advancing on behalf of the animation, we don't expect it to be // getting any frames (besides the first) until we get the desired frame. MOZ_ASSERT(aFrame == 0 || mAdvance == 0); return mFrames[aFrame].get(); } bool AnimationFrameRetainedBuffer::IsFirstFrameFinished() const { return !mFrames.IsEmpty() && mFrames[0]->IsFinished(); } bool AnimationFrameRetainedBuffer::IsLastInsertedFrame(imgFrame* aFrame) const { return !mFrames.IsEmpty() && mFrames.LastElement().get() == aFrame; } void AnimationFrameRetainedBuffer::AddSizeOfExcludingThis( MallocSizeOf aMallocSizeOf, const AddSizeOfCb& aCallback) { size_t i = 0; for (const RefPtr& frame : mFrames) { ++i; frame->AddSizeOfExcludingThis(aMallocSizeOf, [&](AddSizeOfCbData& aMetadata) { aMetadata.mIndex = i; aCallback(aMetadata); }); } } AnimationFrameDiscardingQueue::AnimationFrameDiscardingQueue( AnimationFrameRetainedBuffer&& aQueue) : AnimationFrameBuffer(aQueue), mInsertIndex(aQueue.mFrames.Length()), mFirstFrame(aQueue.mFrames[0]) { MOZ_ASSERT(!mSizeKnown); MOZ_ASSERT(!mRedecodeError); MOZ_ASSERT(mInsertIndex > 0); mMayDiscard = true; // We avoided moving aQueue.mFrames[0] for mFirstFrame above because it is // possible the animation was reset back to the beginning, and then we crossed // the threshold without advancing further. That would mean mGetIndex is 0. for (size_t i = mGetIndex; i < mInsertIndex; ++i) { MOZ_ASSERT(aQueue.mFrames[i]); mDisplay.push_back(std::move(aQueue.mFrames[i])); } } bool AnimationFrameDiscardingQueue::InsertInternal(RefPtr&& aFrame) { if (mInsertIndex == mSize) { if (mSizeKnown) { // We produced more frames on a subsequent decode than on the first pass. mRedecodeError = true; mPending = 0; return true; } ++mSize; } // Even though we don't use redecoded first frames for display purposes, we // will still use them for recycling, so we still need to insert it. mDisplay.push_back(std::move(aFrame)); ++mInsertIndex; MOZ_ASSERT(mInsertIndex <= mSize); return true; } bool AnimationFrameDiscardingQueue::ResetInternal() { mDisplay.clear(); mInsertIndex = 0; bool restartDecoder = mPending == 0; mPending = 2 * mBatch; return restartDecoder; } bool AnimationFrameDiscardingQueue::MarkComplete( const gfx::IntRect& aFirstFrameRefreshArea) { if (NS_WARN_IF(mInsertIndex != mSize)) { mRedecodeError = true; mPending = 0; } // We reached the end of the animation, the next frame we get, if we get // another, will be the first frame again. mInsertIndex = 0; mSizeKnown = true; // Since we only request advancing when we want to resume at a certain point // in the animation, we should never exceed the number of frames. MOZ_ASSERT(mAdvance == 0); return mPending > 0; } void AnimationFrameDiscardingQueue::AdvanceInternal() { // We only want to change the current frame index if we have advanced. This // means either a higher frame index, or going back to the beginning. // We should never have advanced beyond the frame buffer. MOZ_ASSERT(mGetIndex < mSize); // We should have the current frame still in the display queue. Either way, // we should at least have an entry in the queue which we need to consume. MOZ_ASSERT(!mDisplay.empty()); MOZ_ASSERT(mDisplay.front()); mDisplay.pop_front(); MOZ_ASSERT(!mDisplay.empty()); MOZ_ASSERT(mDisplay.front()); if (mDisplay.size() + mPending - 1 < mBatch) { // If we have fewer frames than the batch size, then ask for more. If we // do not have any pending, then we know that there is no active decoding. mPending += mBatch; } } imgFrame* AnimationFrameDiscardingQueue::Get(size_t aFrame, bool aForDisplay) { // The first frame is stored separately. If we only need the frame for // display purposes, we can return it right away. If we need it for advancing // the animation, we want to verify the recreated first frame is available // before allowing it continue. if (aForDisplay && aFrame == 0) { return mFirstFrame.get(); } // If we don't have that frame, return an empty frame ref. if (aFrame >= mSize) { return nullptr; } size_t offset; if (aFrame >= mGetIndex) { offset = aFrame - mGetIndex; } else if (!mSizeKnown) { MOZ_ASSERT_UNREACHABLE("Requesting previous frame after we have advanced!"); return nullptr; } else { offset = mSize - mGetIndex + aFrame; } if (offset >= mDisplay.size()) { return nullptr; } // If we are advancing on behalf of the animation, we don't expect it to be // getting any frames (besides the first) until we get the desired frame. MOZ_ASSERT(aFrame == 0 || mAdvance == 0); // If we have space for the frame, it should always be available. MOZ_ASSERT(mDisplay[offset]); return mDisplay[offset].get(); } bool AnimationFrameDiscardingQueue::IsFirstFrameFinished() const { MOZ_ASSERT(mFirstFrame); MOZ_ASSERT(mFirstFrame->IsFinished()); return true; } bool AnimationFrameDiscardingQueue::IsLastInsertedFrame( imgFrame* aFrame) const { return !mDisplay.empty() && mDisplay.back().get() == aFrame; } void AnimationFrameDiscardingQueue::AddSizeOfExcludingThis( MallocSizeOf aMallocSizeOf, const AddSizeOfCb& aCallback) { mFirstFrame->AddSizeOfExcludingThis(aMallocSizeOf, [&](AddSizeOfCbData& aMetadata) { aMetadata.mIndex = 1; aCallback(aMetadata); }); size_t i = mGetIndex; for (const RefPtr& frame : mDisplay) { ++i; if (mSize < i) { i = 1; if (mFirstFrame.get() == frame.get()) { // First frame again, we already covered it above. We can have a // different frame in the first frame position in the discard queue // on subsequent passes of the animation. This is useful for recycling. continue; } } frame->AddSizeOfExcludingThis(aMallocSizeOf, [&](AddSizeOfCbData& aMetadata) { aMetadata.mIndex = i; aCallback(aMetadata); }); } } AnimationFrameRecyclingQueue::AnimationFrameRecyclingQueue( AnimationFrameRetainedBuffer&& aQueue) : AnimationFrameDiscardingQueue(std::move(aQueue)), mForceUseFirstFrameRefreshArea(false) { // In an ideal world, we would always save the already displayed frames for // recycling but none of the frames were marked as recyclable. We will incur // the extra allocation cost for a few more frames. mRecycling = true; // Until we reach the end of the animation, set the first frame refresh area // to match that of the full area of the first frame. mFirstFrameRefreshArea = mFirstFrame->GetRect(); } void AnimationFrameRecyclingQueue::AddSizeOfExcludingThis( MallocSizeOf aMallocSizeOf, const AddSizeOfCb& aCallback) { AnimationFrameDiscardingQueue::AddSizeOfExcludingThis(aMallocSizeOf, aCallback); for (const RecycleEntry& entry : mRecycle) { if (entry.mFrame) { entry.mFrame->AddSizeOfExcludingThis( aMallocSizeOf, [&](AddSizeOfCbData& aMetadata) { aMetadata.mIndex = 0; // Frame is not applicable aCallback(aMetadata); }); } } } void AnimationFrameRecyclingQueue::AdvanceInternal() { // We only want to change the current frame index if we have advanced. This // means either a higher frame index, or going back to the beginning. // We should never have advanced beyond the frame buffer. MOZ_ASSERT(mGetIndex < mSize); MOZ_ASSERT(!mDisplay.empty()); MOZ_ASSERT(mDisplay.front()); // We have advanced past the first frame. That means the next frame we are // putting in the queue to recycling is the first frame in the animation, // and we no longer need to worry about having looped around. if (mGetIndex == 1) { mForceUseFirstFrameRefreshArea = false; } RefPtr& front = mDisplay.front(); RecycleEntry newEntry(mForceUseFirstFrameRefreshArea ? mFirstFrameRefreshArea : front->GetDirtyRect()); // If we are allowed to recycle the frame, then we should save it before the // base class's AdvanceInternal discards it. newEntry.mFrame = std::move(front); // Even if the frame itself isn't saved, we want the dirty rect to calculate // the recycle rect for future recycled frames. mRecycle.push_back(std::move(newEntry)); mDisplay.pop_front(); MOZ_ASSERT(!mDisplay.empty()); MOZ_ASSERT(mDisplay.front()); if (mDisplay.size() + mPending - 1 < mBatch) { // If we have fewer frames than the batch size, then ask for more. If we // do not have any pending, then we know that there is no active decoding. // // We limit the batch to avoid using the frame we just added to the queue. // This gives other parts of the system time to switch to the new current // frame, and maximize buffer reuse. In particular this is useful for // WebRender which holds onto the previous frame for much longer. size_t newPending = std::min(mPending + mBatch, mRecycle.size() - 1); if (newPending == 0 && (mDisplay.size() <= 1 || mPending > 0)) { // If we already have pending frames, then the decoder is active and we // cannot go below one. If we are displaying the only frame we have, and // there are none pending, then we must request at least one more frame to // continue to animation, because we won't advance again without a new // frame. This may cause us to skip recycling because the previous frame // is still in use. newPending = 1; } mPending = newPending; } } bool AnimationFrameRecyclingQueue::ResetInternal() { // We should save any display frames that we can to save on at least the // allocation. The first frame refresh area is guaranteed to be the aggregate // dirty rect or the entire frame, and so the bare minimum area we can // recycle. We don't need to worry about updating the dirty rect for the // existing mRecycle entries, because that will happen in RecycleFrame when // we try to pull out a frame to redecode the first frame. for (RefPtr& frame : mDisplay) { RecycleEntry newEntry(mFirstFrameRefreshArea); newEntry.mFrame = std::move(frame); mRecycle.push_back(std::move(newEntry)); } return AnimationFrameDiscardingQueue::ResetInternal(); } RawAccessFrameRef AnimationFrameRecyclingQueue::RecycleFrame( gfx::IntRect& aRecycleRect) { if (mInsertIndex == 0) { // If we are recreating the first frame, then we actually have already // precomputed aggregate of the dirty rects as the first frame refresh // area. We know that all of the frames still in the recycling queue // need to take into account the same dirty rect because they are also // frames which cross the boundary. // // Note that this may actually shrink the dirty rect if we estimated it // earlier with the full frame size and now we have the actual, more // conservative aggregate for the animation. for (RecycleEntry& entry : mRecycle) { entry.mDirtyRect = mFirstFrameRefreshArea; } // Until we advance to the first frame again, any subsequent recycled // frames should also use the first frame refresh area. mForceUseFirstFrameRefreshArea = true; } if (mRecycle.empty()) { return RawAccessFrameRef(); } RawAccessFrameRef recycledFrame; if (mRecycle.front().mFrame) { recycledFrame = mRecycle.front().mFrame->RawAccessRef(); MOZ_ASSERT(recycledFrame); mRecycle.pop_front(); if (mForceUseFirstFrameRefreshArea) { // We are still crossing the loop boundary and cannot rely upon the dirty // rects of entries in mDisplay to be representative. E.g. The first frame // is probably has a full frame dirty rect. aRecycleRect = mFirstFrameRefreshArea; } else { // Calculate the recycle rect for the recycled frame. This is the // cumulative dirty rect of all of the frames ahead of us to be displayed, // and to be used for recycling. Or in other words, the dirty rect between // the recycled frame and the decoded frame which reuses the buffer. // // We know at this point that mRecycle contains either frames from the end // of the animation with the first frame refresh area as the dirty rect // (plus the first frame likewise) and frames with their actual dirty rect // from the start. mDisplay should also only contain frames from the start // of the animation onwards. aRecycleRect.SetRect(0, 0, 0, 0); for (const RefPtr& frame : mDisplay) { aRecycleRect = aRecycleRect.Union(frame->GetDirtyRect()); } for (const RecycleEntry& entry : mRecycle) { aRecycleRect = aRecycleRect.Union(entry.mDirtyRect); } } } else { mRecycle.pop_front(); } return recycledFrame; } bool AnimationFrameRecyclingQueue::MarkComplete( const gfx::IntRect& aFirstFrameRefreshArea) { bool continueDecoding = AnimationFrameDiscardingQueue::MarkComplete(aFirstFrameRefreshArea); // If we encounter a redecode error, just make the first frame refresh area to // be the full frame, because we don't really know what we can safely recycle. mFirstFrameRefreshArea = mRedecodeError ? mFirstFrame->GetRect() : aFirstFrameRefreshArea; return continueDecoding; } } // namespace image } // namespace mozilla